trying to make it work without -rdynamic
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@@ -120,8 +120,10 @@ BEGIN_BUILD_PIPELINE_LIBRARY(VertexTransform)
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VkPipelineLayoutCreateInfo stPipelineLayout = {};
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stPipelineLayout.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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/*
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stPipelineLayout.setLayoutCount = SHADER_STAGE_COUNT;
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stPipelineLayout.pSetLayouts = m_setLayouts;
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*/
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stPipelineLayout.flags = VK_PIPELINE_LAYOUT_CREATE_INDEPENDENT_SETS_BIT_EXT ;
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vkCreatePipelineLayout(g_vkDevice, &stPipelineLayout, NULL, &m_layout);
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@@ -156,6 +158,7 @@ BEGIN_BUILD_PIPELINE_LIBRARY(PixelShader)
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printf("--- PixelShader ---\n");
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VkPipelineDepthStencilStateCreateInfo depthStencil = {};
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VkPipelineRenderingCreateInfo render = {};
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int i = 0;
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CUtlVector<VulkanDescriptor_t> vertexDescriptors = ShaderParser()->GetDescriptors(m_pShader, SHADER_STAGE_PIXEL);
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VulkanDescriptorInit_t inits[SHADER_STAGE_COUNT] = {};
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@@ -178,8 +181,10 @@ BEGIN_BUILD_PIPELINE_LIBRARY(PixelShader)
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VkPipelineLayoutCreateInfo stPipelineLayout = {};
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stPipelineLayout.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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/*
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stPipelineLayout.setLayoutCount = SHADER_STAGE_COUNT;
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stPipelineLayout.pSetLayouts = m_setLayouts;
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*/
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stPipelineLayout.flags = VK_PIPELINE_LAYOUT_CREATE_INDEPENDENT_SETS_BIT_EXT ;
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vkCreatePipelineLayout(g_vkDevice, &stPipelineLayout, NULL, &m_layout);
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@@ -220,10 +225,14 @@ BEGIN_BUILD_PIPELINE_LIBRARY(PixelShader)
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pipeline.stageCount = 1;
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pipeline.pStages = &shader;
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skipshader:
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depthStencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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pipeline.pDepthStencilState = &depthStencil;
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skipshader:
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render.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO;
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render.pNext = pipeline.pNext;
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pipeline.pNext = &render;
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library.flags = VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT;
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pipeline.layout = m_layout;
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@@ -248,7 +257,6 @@ BEGIN_BUILD_PIPELINE_LIBRARY(PixelOutput)
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render.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO;
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render.colorAttachmentCount = m_eFormats.GetSize();
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render.pColorAttachmentFormats = m_eFormats.GetData();
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render.depthAttachmentFormat = VK_FORMAT_D32_SFLOAT;;
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depthStencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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@@ -256,7 +264,13 @@ BEGIN_BUILD_PIPELINE_LIBRARY(PixelOutput)
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{
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VkPipelineColorBlendAttachmentState a = {};
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a.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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a.blendEnable = VK_FALSE;
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a.blendEnable = VK_TRUE;
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a.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
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a.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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a.colorBlendOp = VK_BLEND_OP_ADD;
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a.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
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a.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
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a.alphaBlendOp = VK_BLEND_OP_ADD;
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attachments.AppendTail(a);
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}
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blend.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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